“Don’t make me think!”
For as long I can remember, I’ve been telling people that this is my first law of
usability.
It’s the overriding principle—the ultimate tie breaker when deciding whether a
design works or it doesn’t. If you have room in your head for only one usability
rule, make this the one.
For instance, it means that as far as is humanly possible, when I look at a Web
page it should be self-evident. Obvious. Self-explanatory.
I should be able to “get it”—what it is and how to use it—without expending any
effort thinking about it.
Just how self-evident are we talking about?
Well, self-evident enough, for instance, that your next door neighbor, who has no
interest in the subject of your site and who barely knows how to use the Back
button, could look at your Home page and say, “Oh, it’s a _____.” (With any
luck, she’ll say, “Oh, it’s a _____. Great!” But that’s another subject.)
Think of it this way:
When I’m looking at a page that doesn’t make me think, all the thought balloons
over my head say things like “OK, there’s the_____. And that’s a _____. And
there’s the thing that I want.”
Not Thinking
But when I’m looking at a page that makes me think, all the thought balloons
over my head have question marks in them.
Thinking
When you’re creating a site, your job is to get rid of the question marks.
Things that make us think
All kinds of things on a Web page can make us stop and think unnecessarily.
Take names, for example. Typical culprits are cute or clever names, marketing-
induced names, company-specific names, and unfamiliar technical names.
For instance, suppose a friend tells me that XYZ Corp is looking to hire
someone with my exact qualifications, so I head off to their Web site. As I scan
the page for something to click, the name they’ve chosen for their job listings
section makes a difference.
Note that these things are always on a continuum somewhere between “Obvious
to everybody” and “Truly obscure,” and there are always tradeoffs involved.
For instance, “Jobs” may sound too undignified for XYZ Corp, or they may be
locked into “Job-o-Rama” because of some complicated internal politics or
because that’s what it’s always been called in their company newsletter.
1
My
main point is that the tradeoffs should usually be skewed further in the direction
of “Obvious” than we think.
1
There’s almost always a plausible rationale—and a good, if misguided, intention—behind every
usability flaw.
Another needless source of question marks over people’s heads is links and
buttons that aren’t obviously clickable. As a user, I should never have to devote
a millisecond of thought to whether things are clickable—or not.
You may be thinking, “Well, it really doesn’t matter that much. If you click or
tap it and nothing happens, what’s the big deal?”
The point is that every question mark adds to our cognitive workload, distracting
our attention from the task at hand. The distractions may be slight but they add
up, especially if it’s something we do all the time like deciding what to click on.
And as a rule, people don’t
like
to puzzle over how to do things. They enjoy
puzzles in their place—when they want to be entertained or diverted or
challenged—but not when they’re trying to find out what time their dry cleaner
closes. The fact that the people who built the site didn’t care enough to make
things obvious—and easy—can erode our confidence in the site and the
organization behind it.
Another example from a common task: booking a flight.
Granted, most of this “mental chatter” takes place in a fraction of a second, but
you can see that it’s a pretty noisy process, with a lot of question marks. And
then there’s a puzzling error at the end.
Another site just takes what I type and gives me choices that make sense, so it’s
hard to go wrong.
No question marks. No mental chatter. And no errors.
I could list dozens of things that users shouldn’t spend their time thinking about,
like
Where am I?
Where should I begin?
Where did they put _____?
What are the most important things on this page?
Why did they call it that?
Is that an ad or part of the site?
But the last thing you need is another checklist to add to your stack of design
checklists. The most important thing you can do is to understand the basic
principle of eliminating question marks. When you do, you’ll begin to notice all
the things that make
you
think in the sites and apps
you
use. And eventually
you’ll learn to recognize and avoid them in the things you’re building.
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